Jump to content
Dustloop Forums

FlyingVe

Members
  • Posts

    1,518
  • Joined

  • Last visited

Everything posted by FlyingVe

  1. What the... I don't even... um... understand? Hazama in a box? I prefer canned. Also, sorry for not being able to play SF. I've been hanging out with other people alot, so I couldn't really accept your invite.

  2. http://www.dustloop.com/forums/showthread.php?8432-BB-CS-Match-Up-Chart This is the tier list that I found on DustLoop, and I've seen it more or less reiterated on other sites. The general consensus is: S:Litchi, Bang S-:Ragna: A:Hakumen, Carl, Arakune A-:Tao, Lambda, Hazama B:Jin, Tsubaki, Noel, Tager C-: Rachel If you have any questions about tier placement or difficulty, I would do my best to answer.
  3. Oh, in that case... practice? Edit: Wait, I read more closely. 2B does not combo into 3C, just go straight from 5B to 3C.
  4. Don't pull yourself in on a blocked chain. You can do it every now and again to screw with people, but it's very, very easy to hit you out of. Another option is to tether the chain in front of the opponent such that you have recovered by the time you arrive at their face.
  5. Sorry for taking so long to get back to you, but I was trying to come up with good advice vs Jin. Sadly, though, there really is no trick to the matchup. Jins place on the tier list is largely because he really has no weakness to exploit. With that in mind, I usually focus on the opponent. Jin's tend to be very predictable, and many lesser players just flow-chart. If you can pick up on the patterns, you can ID/6A/5A the gaps. Other than that, try to keep him under pressure, and watch fro DP's. Also, jA is faster than Jin's jB, and would be my go to air-to-air in this matchup, as getting hit by jB sucks. As for the matchup, its even because ragna has all the tools to deal with Jin, and vica versa. However, I would argue that applying those tools is more difficult for Ragna, while Jin just does Jin stuff. Therefore, the matchup is even, but more difficult for the Ragna 'player'.

  6. Lambda does her damage with her projectiles and is a true long range character. Hazama can poke from full screen, but he still needs to get close. He's really closer to hakumen, in that he takes his time and waits for a perfect moment to strike. Also, he's much weaker than Nu and Lambda.
  7. So I've been playing more SSF4 and I am getting better, I wondered if you had any general advice for fighting guile. It seems like his defense is iron tight. Jump over a boom get kicked, try to move in, get hit with something else. i know guile is a defensive character, but i'm pretty lost as what to do in this matchup (with any character).

  8. http://www.youtube.com/watch?v=wdDwVWCdzwI&playnext_from=TL&videos=1XSMyXA0tOQ&feature=sub Makoto Gameplay. She reminds me a lot of Ragna and Hazama the way here move cancel very suddenly into one and other.
  9. Since GH always launches Ragna forward, there is no appreciable difference between the two. However, the 2147B is much easier, so I would jsut do that one.
  10. I think the 2C version does more damage (better proration), but can only be done after less hits (earlier in the combo). Someone correct me if I'm wrong (it's been along time since I've played CS). Edit: The above post made me realize I really like parenthesis (alot).
  11. 5)Don't get too desperate under pressure. I know that having jin force you to block forever is aggravating, but when you on defense just focus on defense. Everything in BB is very re-actable, so with a little practice you can make it very hard for people to hit you. Also, it will improve you IB'ing over time, which will open up more holes in peoples pressure. 6) Rapid cancels, with meter Ragna can use GH ad Hell's Fang as a way to get in. Sometimes you'll want to save the meter, but other times, you'll just want to keep up pressure.

  12. Sure you kinda caught me when I was already in a room. Some thoughts though: 1)You block well, you appear to understand instant blocking 2) Wake-up inferno divider, I know it's risky, but if you don't demonstrate that you're willing to do it, there's nothing to keep me from just hammering you on every wakeup. Plus with 50 heat, you can make it safe while still scaring people. 3) Combos: keep practicing, eventually they will be a reflex, then you won't drop them. 4) Hell's Fang: it's not a good way to approach somebody, it's only -4 on block, but everybody knows that afterwards you either have to block, or take a crazy risk. Sometimes you can ID afterwards, but I would never, ever, yomi ID without meter to back it up.

  13. It's only a fatal counter if you hold the 214D stance. Nobody should be jumping at Hazama when he's in the stance anyways, much less if he's been standing there for a second. Arakune has jD, which makes FC 214D~B pretty un-likely. Personally i don't think that matchup is that bad. Hazama's zoning hurts arakune to be sure, but it's nowhere near as good as lambda's, and that matchup is 6.5 against Kune.
  14. Also, the input shortcuts cause all kinds of moves to come out wrong, having to hit 3 buttons to ultra causes stupid screw ups, and mashing DP, jab, throw, and SPD, is ridiculously powerful, which makes ranked matches aggravating, as every little execution mistake is met with one of those. Also, the game promotes turtling alot, which is annoying, legitimate, but annoying. Sorry for the rant, I irritated myself. LOL.

  15. The bad design, is in the ultra system, where you are rewarded for losing (what?) and it creates a system where a single random attack can win a match from 50% health. Also, the links are retarded. IN SF2 combos weren't the emphasis of the game so it didn't matter so much. in SF4 combos are important, but really, really hard to do. It's like there's a decent game there, but it's being hidden by huge execution barriers. Footsies is really, really important in SF because characters are immobile, you spend alot of time trying to get your opponent to do something your ready for. This is usually done by hovering just inside or outside their range. When you play someone who's good at it, it's very intimidating. It's a skill that I'm lacking in, and I think good footsies/spacing/zoning would help anybodies game.

  16. The archaic stuff stems alot from its insistence on leaving old characters/things unchanged. When SF2 was conceived it was the first game of its type (a modern fighting game). They designed each character around a set of special moves. To make sure that people would play the characters, and that those moves were important, they made them really, really good. For example, ryu throws hadokens, and has a dragon punch, that's pretty much it (Zangief SPD, Bison knee press, etc...). A more modern game (GG, BB), characters are still given powerful special moves, but the characters are designed around a set of tools. Heck even the new SF characters are designed in the modern way. This is part of the reason Capcom tried to get rid of all the old characters in SF3.

  17. Street Fighter 4 is more of a time killer than a serious game. In my opinion, it's a relic; full of bad mechanic, gameplay, and design decisions that were good 20 years ago with street fighter 2, but are hopelessly archaic and aggravating today. That said, it is still fun casually, and lots of people play it so I figured I would try and be decent too. Also, it's very demanding on execution and reaction times, and emphasizes spacing, which I think will help me overall.

  18. Yeah, Melee was the first fighting game I took seriously. Went to some tournaments, always made it to finals, then got eliminated by someone equally good playing god tiers (Fox, Marth, Shiek, Falco), or a japanese guy. Samus all the way!

  19. Sorry, I've just been really burned out on BB lately. Just keep messaging me, believe it or not, I'm free more often than not. I might be a bit rusty though, SSF4 and SSBM will do that though. Sorry for being so elusive.

  20. Don't you also get a throw reject miss if you hit any other button? So, if you were mashing DP, and get grabbed. Also, Japan very very rarely gets thrown save command grabs, but people still try it to prevent people from mashing/trying stuff. EDIT: Also what qwerty said.
  21. IF you want that...
  22. I am also skeptical on how great it actually is, it's just a mind game. I tend to use it more if I've been doing a lot of 6D resets and have conditioned them to block. In CS though 6D is even slower, so I'd be very cautious to use this as mixup against any character who can get away from 6D easily. Another fun 6D gimmick, is 6D>jD>GH; time the GH so it starts low enough to the ground to act as a TK GH.
  23. Setup? If you just talking about the mixup, here's how it works: Normally you delay a jD after landing a blocked 6D so that you can attempt to maintain pressure afterwards. So, in this mix-up you throw the jD late enough that ragna still does part of the animation and makes a sound, but the move is canceled by landing (before going active) and you can dash in to do a low/throw while the opponent is still waiting to be hit high by jD. This works better in CS because jD no longer has 3 frames of landing recovery.
  24. For ragna specifically, alot of Ragna players get in the rut of doing bounce strings and only Doing 6B after 2B. Remember that you have GH, do some 5B>2B>Dash5B type strings, add throws, and gattling 6B after A attacks or after landing from a jump in.
  25. Did you mean the GG revival thread. I hate to disappoint you but I don't really play GG, not out of spite, I just never had anybody to play with. Probably should practice up, GG is awesome. Also, I'm actually decent at SF4 now, not good... but okay.

×
×
  • Create New...